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April 2012 Volume 15 Number 2 - Educational Technology & Society

April 2012 Volume 15 Number 2 - Educational Technology & Society

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Methods<br />

Figure 5. Quest NPCs providing information about quests<br />

This study focuses on the research question: how are the influences of game quests on students’ subject learning in<br />

terms of perception of enjoyment and goal-pursuing. To answer the question, a within-subjects experiment was<br />

conducted in an elementary school in Taiwan.<br />

Participants<br />

The participants in this experiment were 53 elementary students from two fourth-grade classes (median age: ten<br />

years old). In Class A there were 28 students, including <strong>15</strong> males and 13 females, while in Class B there were 25<br />

students, including 14 boys and 11 girls. Since the elementary school has a policy of normal distribution at the start<br />

of the first, third, and fifth school year. Accordingly, it was assumed that the participations in each of the two groups<br />

have similar learning backgrounds and learning abilities, and that order effects have been controlled.<br />

Instruments<br />

Two system versions<br />

Two different versions of the My-Pet-My-Quest system were prepared for the experiment: one with quests (i.e., viaversion)<br />

and the other without quests (i.e., without-version). The two versions contain the same learning materials:<br />

two units of math activities in the mini-games about mastering the addition of two three-digit numbers. However,<br />

they are delivered to students by different ways.<br />

With regard to the via-version, learning materials were delivered to students via game quests, which consisted of<br />

informer NPC, quest NPC, locales, learning tasks, narrative, and rewards. More specifically, learning materials in the<br />

via-version were integrated with the narratives of the quests delivered by an informer-NPC and quest-NPCs. In<br />

addition, the narratives were developed as the theme of mathematician’s problems. Some famous mathematicians,<br />

such as Newton, Euler, Gauss, and Archimedes, are calling for help about math problems. Consequently, students in the<br />

via-version would meet the informer-NPC with the message that some famous mathematicians’ math problems. Then<br />

students could explore different locales to obtain further information from certain quest-NPCs according to the cues<br />

provided by the informer-NPC. When they successfully completed learning materials, they would be rewarded by coins<br />

for their pets.<br />

With regard to the without-version, the same learning materials were delivered by clicking a system menu, without<br />

informer-NPC, quest-NPC, and narrative, and locales. When they successfully completed learning materials, they were<br />

also rewarded by coins for their pets.<br />

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